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Messages - kaspar01

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76
I did some test too and I had same problem "invalid vertex index" when importing (had to open obj whith noesis and re-export again to fix that).

I'm using 3ds max 2014 anyway.




Known bugs:
-Bad UV calculation for triangles





Yeah.. probably there is something flipped somehow.. don't know if my screen can help to understand what's wrong but here's it  ;D



TODO:
-Change rip triangle/quad button behaviour (disable if not any available)
-Limit those annoying MessageBox'es.
-Fix triangles UV calc.
-Auto texture size resolve after open
-Better MTL generation/ to make this faster
-Button for loop thru all models
-Throw away this message box in extended mode

An "extract all to one .obj" function which gives you one already merged .obj would be the best since some stage seems to have more than 20 fragments..and merging them one by one can be pain in the ass  :roll: (but if it takes too much time no problem  :wink: )


BTW> 700 lines of code... (not counting designer code) Phew, I'm tired.

Have some rest .. you really deserved it  ;D




P.S.

This is amazing.. thanks Maki.. you made my day..really  :)




Update:

There is something weird whith stage 30 and 31..


it looks like there is one or more missing piece..I'm sure there must be some "border" filling the gap between the flat combat ground and lava.


77
Kaspar01, you we're right. I just ran a test on Norg's level and indeed. It did find this ground extension. Not only this. I think I'm ready to release this converter. It could be buggy and at first time weird, but it works. :) Give me a sec and I update this post.

Well, +1 for this software. :) My new extended search algorithm found these two objects and I didn't manually.

Aha I knew it! :D

Can't wait to try it and give you a feedback :)


78
very nice :D

waiting for updates!

P.S.

I updated the list of the .x files now it's almost complete

79
Is it just in the experiment phase right now? I'm asking because I would like to use that as a basis for import into the Cities: Skyline game. (I'm modeling my own Balamb garden, but that model would be an excellent base shape to model from. I saw a screenshot of a wireframe before. I don't even need the textures or anything. Better yet if you can capture a wireframe shot with the map triangles around it, (for perspective), that can work too.

Not sure if whith "WM" you're referring to Walk Mesh or World map..

Anyway for the first there is something but no one managed to extract the world map model from files yet (as far as I know at least).. some guys are working on it anyway :)

The best I achieved was a sort of 3d screen but I got just got a plane cloud of vertices whith no depth info (pretty useless..).





80
Umm... Can't see anything at 1:47.
I checked it with my newest converter, and it does detect only three models.


I'm 70% sure it IS just a plane. However, there's still on my TODO list to hack battle camera, after that I'll see for 100% if it's really plane or not in-game.

Also I today (with finally free time) started from the beginning writting the FF8 stage to OBJ converter. I think whole thing should be done probably tomorrow. I wrote a completely new algorithm, used some of my previous codes and just passed thru the thing that I had the most problem with. Still there's much to code, but I completed the hardest thing. :)

BTW> I'll edit this post to put an updated VT calc code with triangles support.

If you look at the bottom of the video you should see a little piece of the model I manually added in the second screen :)

Anyway camera hack should confirm if there is something missing or not.

Can't wait for that converter anyway!

Since I can't help whith code I'm doing something probably useless but maybe handy..

Here's a not yet complete(30%) list of the battle .x files whith corresponding area:

a0stg000.x  Balamb Garden Quad
a0stg001.x  Dollet Bridge
a0stg002.x  Dollet Trasmission Tower path
a0stg003.x  Dollet Transmission Tower (Top)
a0stg004.x  Dollet Transmission Tower (Elevator)
a0stg005.x  Dollet Transmission Tower (Elevator 2 ?)
a0stg006.x  Dollet City ? (Spice Spice Shop)
a0stg007.x  Balamb Garden entrance gate
a0stg008.x  Balamb Garden 1st Floor Hall
a0stg009.x  Balamb Garden 2nd Floor Corridor
a0stg010.x  Balamb Garden(Flyng Form) Quad
a0stg011.x  Balamb Garden Outer Corridor
a0stg012.x  Balamb Garden Training Center (elevator zone)
a0stg013.x  Balamb Garden Norg's Floor
a0stg014.x  Balamb Garden Underground Levels (Tube)
a0stg015.x  Balamb Garden Underground levels (falling ladder zone?)
a0stg016.x  Balamb Garden Underground levels (OilBoil Zone?)
a0stg017.x  Timber Pub Area
a0stg018.x  Timber Maniacs square
a0stg019.x  Train (Deling Presidential Vagon)
a0stg020.x  Deling City Sewers
a0stg021.x  Deling City (Caraway Residence secret exit path?)
a0stg022.x  Balamb Garden Class Room
a0stg023.x  Galbadia Garden Corridor ?
a0stg024.x  Galbadia Garden Corridor 2 ?
a0stg025.x  Galbadia Missile Base
a0stg026.x  Deep Sea Research Center (Entrance?)
a0stg027.x  Balamb Town (Balamb Hotel road)
a0stg028.x  Balamb Town (Balamb Hotel Hall)
a0stg029.x  ? Diabolous Lair?
a0stg030.x  Fire Cavern (path)
a0stg031.x  Fire Cavern (Ifrit Lair)
a0stg032.x  Galbadia Garden Hall
a0stg033.x  Galbadia Garden Auditorium (Edea's battle?)
a0stg034.x  Galbadia Garden Auditorium 2? (Edea's battle?)
a0stg035.x  Galbadia Garden Corridor
a0stg036.x  Galbadia Garden (Ice Hockey Field)
a0stg037.x  ?? Some broken wall place..Ultimecia Castle?
a0stg038.x  StarField?
a0stg039.x  Desert Prison? (elevator?)
a0stg040.x  Desert Prison? (Floor?)
a0stg041.x  Eshtar City (road)
a0stg042.x  Desert Prison? (Top?)
a0stg043.x  Eshtar City (road2 ?)
a0stg044.x  Missile Base? Hangar?
a0stg045.x  Missile Base? Hangar2?
a0stg046.x  Missile Base? Control room?
a0stg047.x  Winhill Village main square
a0stg048.x  Tomb of the Unknown King (Corridor)?
a0stg049.x  Eshtar City (road 3 ?)
a0stg050.x  Tomb of the Unknown King (Boss Fight room)?
a0stg051.x  Fisherman Horizon (Road)
a0stg052.x  Fisherman Horizon (Train Station Square)
a0stg053.x  Desert Prison? (Floor?)
a0stg054.x  Salt Lake?
a0stg055.x  Ultima Weapon Stage
a0stg056.x  Salt Lake 2?
a0stg057.x  Eshtar Road
a0stg058.x  Ultimecia's Castle (bridge)
a0stg059.x  Eshtar (square?)
a0stg060.x  Eshtar (?)
a0stg061.x  Eshtar (cave?)
a0stg062.x  Eshtar (cave2?)
a0stg063.x  Eshtar (Centra excavation site)
a0stg064.x  Eshtar (Centra excavation site)
a0stg065.x  Eshtar (Centra excavation site)
a0stg066.x  Eshtar (Centra excavation site)
a0stg067.x  Lunatic Pandora?
a0stg068.x  Lunatic Pandora
a0stg069.x  Lunatic Pandora(Adel?)
a0stg070.x  (Centra excavation site)
a0stg071.x  (Centra excavation site)
a0stg072.x  (Centra excavation site)
a0stg073.x  (Centra excavation site)
a0stg074.x  A wood whith ruins view?
a0stg075.x  (Centra excavation site)
a0stg076.x  Centra Ruins (Lower Level)
a0stg077.x  Centra Ruins (Tower Level)
a0stg078.x  Centra Ruins (Tower Level)
a0stg079.x  Centra Ruins (Odin Room)
a0stg080.x  Centra excavation site (Entrance)
a0stg081.x  Trabia Canyon
a0stg082.x  Ragnarok?
a0stg083.x  Ragnarok?
a0stg084.x  ? Diabolous Lair?
a0stg085.x  Deep Sea Research Center (Entrance)
a0stg086.x  Deep Sea Research Center
a0stg087.x  Deep Sea Research Center
a0stg088.x  Deep Sea Research Center
a0stg089.x  Deep Sea Research Center
a0stg090.x  Deep Sea Research Center
a0stg091.x  Deep Sea Research Center
a0stg092.x  ? ?
a0stg093.x  ? Eshtar shops?
a0stg094.x  Tear's Point
a0stg095.x  Eshtar
a0stg096.x  Ultimecia's Castle
a0stg097.x  Ultimecia's Castle
a0stg098.x  Ultimecia's Castle
a0stg099.x  Ultimecia's Castle
a0stg100.x  Deling City (Edea's Room)
a0stg101.x  Balamb Plains?
a0stg102.x  Desert Canyon?
a0stg103.x  Desert?
a0stg104.x  Snow-Covered Plains? (Trabia Region?)
a0stg105.x  Wood
a0stg106.x  Snow-Covered Wood
a0stg107.x  Balamb Isle? (Beach zone?)
a0stg108.x  ?Snow Beach?
a0stg109.x  Eshtar City
a0stg110.x  Eshtar City
a0stg111.x  Generic Landscape? Dirt Ground
a0stg112.x  Generic Landscape? Grass Ground
a0stg113.x  Generic Landscape? Dirt Ground
a0stg114.x  Generic Landscape? Snow Covered Mountains
a0stg115.x  Eshtar City
a0stg116.x  Eshtar City
a0stg117.x  Generic Landscape?
a0stg118.x  Eshtar City
a0stg119.x  Eshtar City
a0stg120.x  Ultimecia's Castle
a0stg121.x  Ultimecia's Castle
a0stg122.x  Ultimecia's Castle
a0stg123.x  Ultimecia's Castle
a0stg124.x  Ultimecia's Castle
a0stg125.x  Ultimecia's Castle
a0stg126.x  Ultimecia's Castle
a0stg127.x  Ultimecia's Castle
a0stg128.x  Generic Landscape?
a0stg129.x  Generic Landscape?
a0stg130.x  Generic Landscape?
a0stg131.x  Generic Landscape?
a0stg132.x  Generic Landscape?
a0stg133.x  Generic Landscape?
a0stg134.x  Eshtar City
a0stg135.x  Generic Landscape?
a0stg136.x  Generic Landscape? (Beach at night?)
a0stg137.x  Deling City (Edea's Room)
a0stg138.x  Ultimecia's Castle
a0stg139.x  Ultimecia's Castle (Tiamat)
a0stg140.x  Ultimecia's Castle
a0stg141.x  Ultimecia's Castle
a0stg142.x  Ultimecia's Castle
a0stg143.x  Eshtar City
a0stg144.x  Lunatic Pandora Lab
a0stg145.x  Lunatic Pandora Lab
a0stg146.x  Edea's Parade Vehicle
a0stg147.x  Tomb of the Unknown King (Boss Fight room)?
a0stg148.x  Desert Prison?
a0stg149.x  Galbadian something?
a0stg150.x  Generic Landscape?
a0stg151.x  Generic Landscape?
a0stg152.x  Balamb Garden (External Corridor?)
a0stg153.x  Balamb Garden (External Corridor?)
a0stg154.x  Balamb Garden (External Corridor?)
a0stg155.x  Balamb Garden (External Corridor?)
a0stg156.x  Balamb Garden (External Corridor?)
a0stg157.x  Generic Landscape?
a0stg158.x  Generic Landscape?
a0stg159.x  Generic Landscape?
a0stg160.x  Test Environment? (UV tile texture)
a0stg161.x  Generic Landscape?
a0stg162.x  Generic Landscape?


Many need to be confirmed.. let me know if someone have correction for it.
I'll update the list when I'll check remaining Files  :-D

81
I've done this with a lot of the game's dialogue. There are some wonderful lines of text in the game that were cut for some reason, like Ward and Kiros teasing Laguna about the "Piano Lady" before they visit the club. Square also cut what's probably Squall's best line in the entire game (it's at the end of the trailer I'm working on for the VO project).

I noticed the unused dorm rooms. The problem with these is they don't support all the costumes, so I'd have to script all the areas that would jump you there if I wanted to use them at all. They would be cool to use, but it's way too much work for a little polish. If anything, I'll only slip them into a single scene.

Also, I plan to use the "Balamb Garden gets hit by missiles" FMV that's on disc 2. Maybe it will play if the party dies in the MD levels.

Not sure it can be done but.. it's possible to take the chara file (which contains all needed costumes) from another stage  and replace it in the "hidden dormitory view" files?

I'd really like to read all these dialogue lines anyway :)

82
Oh yea!  That sounds extremely awesome. These areas do have walkmesh in it, so it just need some scripts.

Yep!

I should have  a list somewhere..

Moreover ther should be some "hidden background events" in some backgrounds (door openings and similar stuffs) that could maybe be enabled somehow..

83
Sir. Don't judge on what's funny, what's not. Just keep it how it is, and try to not delete vanilla content, please. :(

I second this idea.  Even if you find it un-funny, it was part of the original, and it would be a shame to leave anything out.

Totally agreed.

Actually it would be interesting add the originally removed stuff (instead of remove things).

For example there should be an extra dialogue removed in non-japanese releases when you finish the Fire Cavern test (the 2 garden's faculty guys were supposed to say something at the end of the test).

I'm pretty sure those dialogue are still present in the game files and it would be interesting have an "extended version" of the game whith all this stuff included.

Another example of not included things in the "playable game" are hidden views (for example Squall's room exit) and it would be cool to include them too somehow :)

P.S.

I like "eyes on me" and I don't really understand why you hate it so much.. maybe it's because english is not my native language :p

84
Hi!

First thing to say: thanks for this!

I've been waiting for some news about these files for a long time  ;D

I've been working on a ff8 project and this stuffs are really important to me (I always need references for my 3D models).

I saw your files about Norg's battle stage and I already spent some time on it.



(I manually added Norg's Pod for fun  :-D)

Actually I'm pretty sure there is something missing..

The "floor" circle plane is supposed to have an "height" and not be just a plane.
the "height" is supposed to be textured whith the top right piece of the texture.

The result is supposed to be something like this (I manually created it):



If you look at this video:
https://www.youtube.com/watch?v=Ad80BW1__Cc
You can see it in the bottom of the screen at 1:47.


Hope this can help somehow..

P.S.

There are a few "battle arenas" that could be useful for my project and I'd be really thankful if you can help me to extract them  :)

P.P.S

Sry for my bad english  :P


85
Troubleshooting / Re: FF VIII Chara.one World.fs
« on: 2014-03-15 08:27:46 »
Thank you Vehek! :)

Do you know maybe something too about how extracting the models in wmsetus.obj?or about terrain (not sure about them but they could be in that big wmx file even if textures are in wmsetus and textl files..

86
Thanks!

I'll try whith them too as soon as possible (not at my place now :( )

The Gilgamesh swords are supposed to be at least 4 (1 for each attack he can cast)..I see the textures for it yesterday and they're 32x128 instead of the classic 128x128 (i don't remember the name of the file right now but I can easily find it again if you could need)..anyway 2 of them have the same model whith different texture but they probably use a

About angelo there is probably 1 model for each Rinoa Limit .

The wings are the one from the other rinoa limit (Angel Wings?)

The cherub/angel you saw is the one who appear when someone dies during the final battle vs Ultimecia.


87
Same here..still stuck whith Alexander and Brothers  :'(

And same thing from the Doom/Death summon model file(Grim Reaper)..can't find it even if I'm 75% sure it's in ff8.exe file..
Anyway the texture for that summon animation effects are in mag007 and mag008 files but I've not been able to find it there neither.. :(

I'll keep search  :-D

88
I changed it to 3 for siren and it still return only 2 materials/textures..
The imageCount alone didn't help but I figured out why.
It's because the range is fixed and so I put the imagecount variable again there too in the code :)

89
Thanks!

I'll try to increase the imagecount then  :D

do you know anything about the Grim Reaper?

I'm quite sure he's in the ff8.exe too (or at least the texture is there)

It's one of the summon models I'd like to find most  :-)

Thanks a lot again anyway!

After  summons files the only thing still missing is (at least among the ones I'm looking for) the terrain/city models..I'm not sure about the world map characters/vehicles ones since I've seen something like a re-texturing but didn't understood how that guy extracted the models.

90
I found 2 more summons but I've not been able to extract them:

-Phoenix should be located in mag139 files
-MiniMog should be located in mag095 files

Hope this can be useful :)

91
Vehek you made my day!

Thanks so much man..really  :)

Anyway I'm having a little problem whith Quetzacoatl model about the uv info..it's like it is incomplete..I mean that Quetzacoatl model uses 3 material/maps but the info of the third one is missing and ther is no unwrap for that part of the model.

Anyway I don't remember if there was a way to unpack the ff8.exe files.. I remember that some models were hidden in it..for example the Grim reaper (the one from the Death magic cast) ..and maybe Carbuncle too..I should check  ;D

[Edit]

I made a "manual" fix for the Quetzacoatl missing UV and now it looks better even if maybe not perfect :)




92
Support / Re: FFVIII Sounds Effect Catalog
« on: 2013-07-01 19:27:48 »
So if there any chance to replace them? :-\
I don't know.. but I'm quite sure it's possible.

93
Support / Re: FFVIII Sounds Effect Catalog
« on: 2013-06-28 09:45:49 »
I'm listening to the sounds... Do you just need to locate them or find sounds to replace them?

I don't need to replace them in the original game (even if this list could help whoever would like to try it.

I just need to find out what each sound is used for (especially the ones I listed).
Then if I understood what you mean I guess I just need to locate them (find the "what"-"number" relation).

94
Support / Re: FFVIII Sounds Effect Catalog
« on: 2013-06-22 14:44:29 »
We know about the risks but our project aim is to create just a very small fan-made demo (using the Unreal Engine) which is only intended to be a tribute to the Final Fantasy VIII... not the whole game.
We also plan (if possible) to link to the player somewhere to legally buy the original game and, if we can, to provide to the player a button whith the function of creating a save file compatible whith the original game (if he/she want to continue in the original game at the point he/she left in our demo).

95
Support / Re: FFVIII Sounds Effect Catalog
« on: 2013-06-22 09:13:38 »
I don't need a thanks... ;) I'll test them on Sunday...
no one will be mentioned if he doesn't want to  :)

Anyway whith my team when we found a sound we usually linked a youtube video writing the exact moment when you listen that sound (to let anybody easier to verify if it was that sound for real)..whoever find a new sound if he write it this way would help me a lot to easily keep the list clean and updated whith the right info.

96
Support / Re: FFVIII Sounds Effect Catalog
« on: 2013-06-21 12:05:09 »
If you have ff8 installed on your pc and want to listen  the game sounds you can just download FF8SND.exe from Qhimm here: http://www.qhimm.com/ff8snd.zip

and use it to open the sounds file

You should find it in your ff8 install folder ( Eidos Interactive/Squaresoft, Inc/FINAL FANTASY VIII/Data/Sound/audio.dat)

Anyway the sounds I really need to find are all the ones related to:

- Fire Cavern
- Menu Sounds
- Ifrit , Quetzal and Shiva
-Squall attacks (included renzokuken + Rough Divide)
-Quistis attacks (included Laser Eyes and Sonic Waves)
-Ifrit Battle
-Magics (Fire,Fira,Firaga, Thunder,Thundara,Thundaga ,Blizzard,Blizzara,Blizzaga, Water , Cure,Cura,Curaga , Scan )
-GF Commands (Doom,Mad Rush , Card)
-Monsters (Buel , RedBat , Bomb)

EVERY help is appreciated.
The greatest contributor will be probably mentioned in the "special thanks" whithin the Demo credits...

97
Support / FFVIII Sounds Effect Catalog
« on: 2013-06-20 10:16:17 »
Hi guys!

I'm working on a FFVIII related project and I extracted all the sound effects but now I need to catalog them..
Did anyone ever started a work like this? or want to help me whith this?

I got a modified version of FF8SND.exe that let me extract all file at once (I'm not sure that the author would approve it so I won't post any link atm ... but I can share it whith whoever will decide to help me)

I'll try to keep an updated list here and I hope someone will help me in this quest about ff8 sounds knowledge.


here's a first fast list ( sound whith "???" must be verified)
Quote
00000 - Menu Cursor Move/Confirm
00001 - Step [walk?]
00002 - Step [run?]
00003 - Quistis Whip on air before attack?
00004 - Magic begin cast ?
00005 - Magic begin cast [enemies] ?
00006 - Something Cast ??
00007 - GF Summonig/ Cast Magic ???
00008 - Menu Back/Cancel
00009 - Battle sound [Enemy encounter / battle begin] ?
00010 - Battle sound [Enemy encounter / battle begin] ?

00014 - Menu command ready (if no-limit is active)
00015 - Menu Error

00017 - Battle Summary [Item Aquired]

00020 - Escape from battle [steps]
00021 - Limit Break Cast
00022 - Boss Battle begin (ifrit)???
00023 - GF Summoning (Some GF end of cast for example Shiva - when characters disappear)
00024 - GF Summoning (Some GF end of cast for example Quetzal - when characters disappear)

00026 - Item Consume (potion)/Menu Magic use (cure)

00028 - StartMenu [Begin Game]
00029 - SavePoint Found
00030 - ???
00031 - Menu Junctioning
00032 - Battle Summary [Calculating ???]

00034 - Battle Summary [Calculating Exp Aquired]
00035 - Save Folder Opened
00036 - Saved successfully

00041 - Vehicle sound ??
00042 - Vehicle sound ??
00043 - Vehicle sound ??
00044 - Vehicle sound ??
00045 - Vehicle sound [car]??
00046 - Vehicle sound [car]??
00047 - Vehicle sound [car]??
00048 - Vehicle sound [Car stops at balamb harbour before dollet mission start]
00049 - Vehicle sound ??
00050 - Vehicle sound ??
00051 - Vehicle sound [braking]
00052 - step ?
00053 - step ?
00054 - Turnstile sound (Balamb Garden Entrance)
00055 - Vehicle sound ??
00056 - Vehicle sound ??
00057 - Vehicle sound ??
00058 - Vehicle sound ??
00059 - ???
00060 - Vehicle sound [clacson?]
00061 - Vehicle sound ??


00064 - Item bought at shop
00065 - Draw Point Found
00066 - Draw Point Aquiring

00067 - Vehicle sound [inside train]
00068 - Vehicle sound ???
00069 - Vehicle sound ???
00070 - Vehicle sound [inside train?]
00071 - Vehicle sound [inside train?]
00072 - Vehicle sound [train stop]
00073 - Vehicle sound [train braking]
00074 - Vehicle sound [train stop?]
00075 - Vehicle sound [train stop?]
00076 - Vehicle sound [train start??]
00077 - Vehicle sound [train stop?]
00078 - Vehicle sound [train stop?]
00079 - Vehicle sound [train brakes?]
00080 - Ambient sound ?
00081 - Ambient sound ?
00082 - Ambient Sound [Fire Cavern??]
00083 - Crowd sound
00084 - Ambient sound?
00085 - Vehicle sound [train ?]
00086 - menu something?

00088 - Triple Triad Game [card sound]
00089 - Triple Triad Game [card sound]

00093 - Vehicle sound ?
00094 -  Menu command ready (if limit is active)
00095 - Ambient Sound [Dripping]
00096 - Ambient Sound ???
00097 - Ambient Sound ???
00098 - Shootings sound ??
00099 - Shootings sound ??
00100 - Shootings sound ??

00105 - Ambient Sound [Sea Waves]
00105 - Ambient Sound [Seagulls?]



00112 - Menu Something
00113 - shield activation on hit [protect] ???
00114 - Draw ??

00117 - Menu something ????

00120 - Ambient Sound [Bell][Dollet Mission?]
00121 - Ambient Sound [Bell][Dollet Mission?]

00124 - Ambient Sound [???]

00145 - Ambient Sound [Wind]
00146 - Zell Attack [Punch 1]
00147 - Zell Attack [Punch 2]

00153 - Gunblade Hit
00153 - Gunblade Trigger
00154  - Hit evaded

00156 - Whip Hit ???

00160 - Selphie Nunchaku Attack
00161 - Selphie Nunchaku Attack [hit]

00164 - Seifer Attack ???
00165 - Seifer Attack ???
00166 - Seifer Attack ???

00173 monster sound (grat???)
00174 monster dead (grat???)


00191/2 - Monster Appear/Death (RedBat???)


00203/4 -Monster Appear/Death (Thruslavelis???)

00205/6 - Monster Appear/Death (Bomb???)

00370 - Quetzal Summon [???]
00371 - Quetzal Summon [???]
00372 - Quetzal Summon [???]
00373 - Quetzal Summon [???]

00374 - Shiva Summon [first part]
00375 - Shiva Summon [when she break the ice]
00376 - Shiva Summon [she load the attack and cast]
00377 - Shiva Summon [ending - when the ice explodes]

00395 - zantetsuken

00398 - Shiva Diamond Dust attack ???

00410 - Moguri summoning

00412 - Doomtrain
00413 - Doomtrain

00462 - Eden???


00481 - DrawCommand??

00487 - Chaos???

00607 - Renzokuken Rough Divide

00615 - Angelo Cannon [incomplete]


00619 - Renzokuken
00620 - Renzokuken

00625 - Renzokuken
00626 - Renzokuken ???
00627 - Laguna's Desperado Limit ?

00631 - Renzokuken
00632 - Renzokuken
00633 - Renzokuken
00634 - Renzokuken
00635 - Renzokuken (vs some boss)
00636 - Renzokuken
00637 - Renzokuken
00638 - Renzokuken
00639 - Renzokuken
00640 - Renzokuken


00642 - Renzokuken [Lionhearth]

00668 - some boss defeat???





I know it's a really boring work but I need all the sounds that you can listen at the very beginning  of the game (untill you exit the fire cavern) for the demo I'm working whith my team..(It'll be just a demo covering the Fire Cavern test made whith UDK.. full 3D and so on..)

P.S.

Whoever will help us to find useful sounds for our project will be chosen for beta testing (if he/she wants) when the alpha/beta version will be ready... maybe I could open a thread about the project (but I don't know which section is the fittest..)

98
FF7 Tools / Re: [REL] Omzy's .MAP -> .OBJ Converter
« on: 2013-06-20 09:03:56 »
Sorry for necro-posting but... it's possible to see anything like this for ff8 map?

I'd really need it T_T

99
FF9 Tools / Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
« on: 2013-05-09 08:22:36 »
When I try to open my memory card file (epsxe000.mcr) I get this error:



any way to solve it?

100
I like this but I think the skin tone or at least the "shadows" should not look so "dark"

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